Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Level doesn't mean much, that's not where the grind is, but trying to hit level 100 killing "easy mobs" isn't going to happen as you not only need a ton of exp which weak enemies do no provide, but you get a penalty for killing stuff too far below your level.
2. This is false. Please reach 90+ level and try to farm "Easy" mobs and see how much exp you will be getting by doing tier 1-2 maps (Around 70lvl enemies), maybe 0,1% per map? That's gonna take you forever to level up. That's why players often pay their fees and do breach stones, or beachhead maps (These are designed to get as much EXP as you can get for lowest amount of time spent farming).
I personally think the game is well designed. It gets harder and harder level after level, so you're "forced" to play higher tier maps, also current atlas (end game) also require you to run higher tier after tier, face stronger bosses. Have you seen Sirius fight? If that's not a challenge I dont know what is.
Yeah I know about the penalty. Good point about leveling on later levels.
So the early game is flawed in terms of game design. Inconsequential death is a terrible choice in my opinion. Infinite easy XP is something I personally never been a fan of in any game, because it's an option that says "hey you don't need to be good, just stay here and click more" or "you are not good, you just log off often and redo the same easy levels, so you have more XP and items, and easier time than you otherwise would".
That's a bad resource economy (XP is a resource, life is a resource) that takes away from value of success and the feeling of success.
Infinite lives, infinite XP = inflaion or devaluing. Game design is all about giving value to things.
Do I have to play 90 levels before the game becomes challenging and gives value to choosing challenging content?
How long are the first 5 acts?
What are XP proportions in Act 6 between "easy grind XP" and completing quest (beating bosses).
Sorry, one more question to all: is healing also infinite? Can you portal to town to refill or how does that work?
(I don't expect that very many players will relate to that mindset, but I've seen some that do)
I was just giving you example. After you beat 10 acts (Story mode), your next steps are maps. You can make Maps as challenging as you want. The harder the map, more quantity = more rewards. Of course you will be one shotting everything if you play low tier map with 90+ level character, but lets say you're around 70lvl and make +100% quantity tier 1-2 map, you will definitely have some challenge. Enemies get more damage, more dmg ressistances and stuff like that.
Acts depends on your personal speed, but for average player to finish all 10 acts might take 8-12 hours (with a little bit of grinding here and there). Healing can be done trough two ways : Leeaching (Life steal abilities) - or Flasks. You reacharge flasks by killing enemies or when you teleport to your hideout/town. If you don't kill anything or don't port back your flasks with remain empty.
Sorry I don't mean to just be complaining, not sure if that's what I do, but here I am disappointed again. There is infinite healing in the game then. Would be cool if you would enter a dungeon and the only way you would survive is if you avoid damage well knowing that you have a finite supply of healing, or if you have invested in shields or life steal abilities. But in reality at any moment you can use a cheap portal scroll and get a full refill.
That's just what it seems like to me, idk how good or important different healing options are.
Alringht, thank you guys for the information. I will consider playing further I really like the feel of the game and build-making aspect, I wish there was an alternative difficulty and progression setting.
The campaign is just there to ease you in the mechanics.
During these parts it's hard to die unless you dont pay attention to your defenses.
The xp penalty gets brutal 95+ onwards. Plus the challenge is self imposed. You dont just make a character with no goal in mind. Usually people make a character for specific reasons 100, bossing, delving, lab runner, infinite mapping to hoard currency.
The goal is an important point. The way I play almost any game my goal is to choose a sufficiently hard challenge and successfully progress though it. In RPG to create a good strong build and use it well. SO... This means I need metrics or feedback on progression through those goals.
I need a metric of how good my build is and how well I'm using it. What gives me that feedback?
1) The game makes it clear that my success is not because of factors like excessive XP due to repeating content, not due to being overleveled. When it says: this is the challenge for your level and your gear and it is supposed to be difficult, and you are killing it or doing bad at it. (At least if grind makes it easier, it should be because you used all available FINITE resources and farmed more XP. When XP farm is unlimited, this doesnt work.)
2) When I don't have an option to make challenge easier. So if there is a preset challenge for preset level, it's good, but if I can go get a few more levels to make it easier it is bad! It makes challenge feel more pointless.
3) When resources are also preset for the challenge. Fighting a boss, clearing a dungeon? There should not be an option to tap out at any moment as much times as you want to refill and restock.
All three are variations of one thing. Establishing the clear fixed difficulty of a challenge, and giving me fixed (finite) resources to attempt to overcome it. Only then I have clear goal and clear feedback on progression towards it.
But one thing you're not taking into account with your difficulty increases is just how much RNG plays a part in this game. I don't do hard content because it's too hard or I'm too scared; I don't do it because I can't get the gear my build needs to drop or I can't get the items to do the content to drop or I can't get enough currency to afford to buy the gear or content items (I never got to the shaper or uber elder, any of the syndicate stuff, uber atziri, fishing, the breach stuff, any delve bosses).
If you cant stand SC but dont want to play HC this isnt the genre for you. No arpg will satisfy your wants unless you just play hc
Claiming it's an easy game is extremely insulting, especially after the major boss upgrades.
Have you ever played an ARPG before?
It's like you don't understand the point of this type of game.
All of these complaints don't matter after about 4 hours of gameplay. Level isn't the focus of this game. It's all about build progression, gear, and the many endgame expansions that PoE has to offer. Way more content than anyone has time for, especially with leagues constantly adding content and encouraging starting fresh for benefits.
Trust me, if difficulty is an option, you can push it infinitely.